Hunt Domain

Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.

Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.

Level 3: Hunt Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Hunt Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric LevelPrepared Spells
3 Bloodhound, Illuminate Spoor, Instant Snare, Mark Prey
5 Going in Circles, Tracer
7 Heart-Seeking Arrow, Hunting Stand
9 Harrying Hounds, Maim
 

Level 3: Blessing of the Hunter

You gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.

Level 3: Bonus Proficiency

You gain proficiency with martial weapons.

Level 3: Heart Strike

You can use your Channel

Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack’s damage. If you score a critical hit with the attack, add +10 to the attack’s damage instead.

Level 6: Pack Hunter

When an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.

Level 8: Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 17: Deadly Stalker

You can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can’t use this feature again until you finish a short or long rest.


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